Get the PWYW PDF here
I was recently asked about interesting ways to generate D&D type stats (more below) and that got me thinking about the possibility to generate these using a Hex Flower. Tricky to get this to work with a 19 HEX flower to replicate (or at least ape) the probability profile of standard dice methods. Also, which probability profile to follow 3D6 or 4D6 drop the lowest (4D6DtL)?
Anyway, this is what I cooked up:

Here are some examples of the three suggested methods:
How well does it work? I think well enough, but use at your peril:

So, it’s mainly for fun, but again, results will not be as consistent as a dice method, but it is more like a fun little minigame you can try. Overall, I think you will get more high/low rolls as compared to a dice method (i.e. more min-maxish), but these STATs shooooould even out-ish (well on average).
The top two graphs were generated from 30 sets of stats and the bottom one from 2500 sets of stats (big thanks to Neuzd for hacking his Hex Flower HTML prototype (http://www.neuzd.org/gob_hench_terrain.htm), to allow me to more simply model my 3D6 equivalent method (II). I’d add that Neuzd shared some great ideas about HFs back in the G+ days, when this idea was first cooked up).
The
PDF ( here ) is self-contained, goes into the data a bit more, and can be used as a template.
Other fun (non-conventional) ways to generate stats
:: Rubik’s Cube Method – LINK
:: Caterpillar Method (pseudo self-balancing method) – LINK
:: Bar/Grid Flip (pseudo self-balancing method; not mine) – LINK
Hex Flower background – what’s a Hex Flower anywho? A Hex Flower (HF) is like a random table, but with a memory.
Hex Flower Cookbook – where I discuss Hex Flower Game Engines and some background and possible uses
– – –
Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous